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Reply 620 of 2397, by TheGreatCodeholio

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truth5678 wrote:

Thank you for the tutorial on ESS audio and doslib! It was very interesting, especially the one card's ability to go beyond the 48k sample rate. 😀 Likewise for the mapping and emulation of the stock card's registers.

Thanks! I might add ESS 688 & 1869 emulation to DOSBox in the future. It could fit right in with the existing Sound Blaster emulation code.

DOSBox-X project: more emulation better accuracy.
DOSLIB and DOSLIB2: Learn how to tinker and hack hardware and software from DOS.

Reply 622 of 2397, by TheGreatCodeholio

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Jorpho wrote:

A silly question, perhaps, but what about the AWE emulation from PCem or SoundFX 2000?

I will study that code. I've also considered writing some DOSLIB routines to play with the AWE section of the card, and I have an SB AWE32 and SB AWE64 card in my pile of old hardware I can use for reference.

Is PCem under a license that allows me to borrow their AWE emulation code?

DOSBox-X project: more emulation better accuracy.
DOSLIB and DOSLIB2: Learn how to tinker and hack hardware and software from DOS.

Reply 624 of 2397, by Gadget2006

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Very nice job on all the fixes and improvements! Thank you very much for your effort on making DosBox-X better and even closer to the real hardware!
I have a question: it seems like the new graphics emulation code does not work with the scalers? At least no matter what scaler I set I always get the small DosBox window (I tried all known combinations of scaler / resolution / output type) and it won't let me make it bigger. Also, running an older snapshot of DosBox-X (or the official DosBox build) with the same configuration file works correctly with the scalers. In case it's relevant, I'm running DosBox-X on a Linux Mint 17 KDE operating system. Am I doing something wrong or is it really just the limitation of the new code such that it can't be scaled? If so, are there any alternative ways of making the DosBox window bigger because it's too small for any practical purposes on a full HD monitor? Also, I tried switching to fullscreen but that didn't help either, I got a small DosBox screen in the center of the screen, with the huge side borders being black.
Thanks in advance for your reply. Keep up the great work!

Reply 625 of 2397, by dosquest

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Scaling also does not work properly with my computer.
If this helps here is my config file.

Edit: I use ALT+ENTER to go to full-screen mode, if that helps. I am fully aware that the "fullscreen" option is set to false.

# This is the configurationfile for DOSBox 0.74. (Please use the latest version of DOSBox)
# Lines starting with a # are commentlines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.

[sdl]
# fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
# fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
# fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
# Using your monitor's native resolution with aspect=true might give the best results.
# If you end up with small window on a large screen, try an output different from surface.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
# (output=surface does not!)
# output: What video system to use for output.
# Possible values: surface, overlay, opengl, openglnb, ddraw.
# autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
# sensitivity: Mouse sensitivity.
# waitonerror: Wait before closing the console if dosbox has an error.
# priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
# pause is only valid for the second entry.
# Possible values: lowest, lower, normal, higher, highest, pause.
# mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
# usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=false
fulldouble=false
fullresolution=1366x768
output=openglnb
autolock=false
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-0.74.map
usescancodes=true



[dosbox]
# language: Select another language file.
# machine: The type of machine tries to emulate.
# Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
# memsize: Amount of memory DOSBox has in megabytes.
# This value is best left at its default to avoid problems with some games,
# though few games might require a higher value.
# There is generally no speed advantage when raising this value.

language=
machine=svga_s3
captures=capture
memsize=128

[render]
# frameskip: How many frames DOSBox skips before drawing one.
# aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!.
# scaler: Scaler used to enlarge/enhance low resolution modes.
# If 'forced' is appended, then the scaler will be used even if the result might not be desired.
# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.

frameskip=0
aspect=false
Show last 185 lines
scaler=hq3x

[cpu]
# core: CPU Core used in emulation. auto will switch to dynamic if available and appropriate.
# Possible values: auto, dynamic, normal, simple.
# cputype: CPU Type used in emulation. auto is the fastest choice.
# Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
# cycles: Amount of instructions DOSBox tries to emulate each millisecond.
# Setting this value too high results in sound dropouts and lags.
# Cycles can be set in 3 ways:
# 'auto' tries to guess what a game needs.
# It usually works, but can fail for certain games.
# 'fixed #number' will set a fixed amount of cycles. This is what you usually need if 'auto' fails.
# (Example: fixed 4000).
# 'max' will allocate as much cycles as your computer is able to handle.
#
# Possible values: auto, fixed, max.
# cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.

core=auto
cputype=auto
cycles=auto
cycleup=10
cycledown=20

[mixer]
# nosound: Enable silent mode, sound is still emulated though.
# rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
# Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=44100
blocksize=1024
prebuffer=20

[midi]
# mpu401: Type of MPU-401 to emulate.
# Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
# Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use.
# See the README/Manual for more details.

mpu401=intelligent
mididevice=default
midiconfig=

[sblaster]
# sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
# sbbase: The IO address of the soundblaster.
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
# irq: The IRQ number of the soundblaster.
# Possible values: 7, 5, 3, 9, 10, 11, 12.
# dma: The DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# hdma: The High DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
# Possible values: auto, cms, opl2, dualopl2, opl3, none.
# oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
# Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
# Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=44100

[gus]
# gus: Enable the Gravis Ultrasound emulation.
# gusrate: Sample rate of Ultrasound emulation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# gusbase: The IO base address of the Gravis Ultrasound.
# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
# gusirq: The IRQ number of the Gravis Ultrasound.
# Possible values: 5, 3, 7, 9, 10, 11, 12.
# gusdma: The DMA channel of the Gravis Ultrasound.
# Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
# there should be a MIDI directory that contains
# the patch files for GUS playback. Patch sets used
# with Timidity should work fine.

gus=false
gusrate=44100
gusbase=240
gusirq=5
gusdma=3
ultradir=C:\ULTRASND

[speaker]
# pcspeaker: Enable PC-Speaker emulation.
# pcrate: Sample rate of the PC-Speaker sound generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
# Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).

pcspeaker=true
pcrate=44100
tandy=auto
tandyrate=44100
disney=true

[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks),
# 4axis (supports one joystick, first joystick used),
# 4axis_2 (supports one joystick, second joystick used),
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# (Remember to reset dosbox's mapperfile if you saved it earlier)
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
# autofire: continuously fires as long as you keep the button pressed.
# swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
# buttonwrap: enable button wrapping at the number of emulated buttons.

joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=false

[serial]
# serial1: set type of device connected to com port.
# Can be disabled, dummy, modem, nullmodem, directserial.
# Additional parameters must be in the same line in the form of
# parameter:value. Parameter for all types is irq (optional).
# for directserial: realport (required), rxdelay (optional).
# (realport:COM1 realport:ttyS0).
# for modem: listenport (optional).
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
# transparent, port, inhsocket (all optional).
# Example: serial1=modem listenport:5000
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.

serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled

[dos]
# xms: Enable XMS support.
# ems: Enable EMS support.
# umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).

xms=true
ems=true
umb=true
keyboardlayout=auto

[ipx]
# ipx: Enable ipx over UDP/IP emulation.

ipx=false

[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here.
mount c: C:\DOSBox\programs
mount d: C:\DOSBox\programs\GAMES\HARVEST\ -t cdrom
mount e: d:\ -t cdrom

Doom isn't just a game, it's an apocalypse survival simulator.

Reply 626 of 2397, by TheGreatCodeholio

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dosquest wrote:

Scaling also does not work properly with my computer.

Alright, I've confirmed that scalers are ignored by default because the doublescan= option defaults to true. If you set doublescan=false you should be able to use the scalers you want.
The doublescan= option controls whether doubled modes like 320x200 are rendered at double the vertical resolution or not.

DOSBox-X project: more emulation better accuracy.
DOSLIB and DOSLIB2: Learn how to tinker and hack hardware and software from DOS.

Reply 628 of 2397, by SedrynTyros

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Gadget2006 wrote:

Hmm, I tried setting 'doublescan' to 'false' but that didn't help, I'm still getting the same small unscaled window... 🙁

Are you running a Windows 95 guest? With certain graphics modes in DOSBox, the only way I've ever been able to get scaling to work is with gulikoza's Direct3D patch (included in Daum). Not sure if that applies to this situation, but figured I'd throw it out there.

Reply 630 of 2397, by dosquest

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TeddyTheBear wrote:
Try the forced option on the scaler. […]
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Try the forced option on the scaler.

scaler=hq3x forced

I'll try it when I get home. 😀

Doom isn't just a game, it's an apocalypse survival simulator.

Reply 631 of 2397, by Bandock

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Judging by the logs, there seems to be an issue with the output variable of the configuration file stating it is not a valid value (happened on direct3d and opengl). Not sure if it is an issue for everyone else, but I am currently having such an issue with my compiled copy (unmodified since grabbing the latest commit).

Not sure if it is currently intentional at present, but thought I would make note about that.

And if y'all want, I have logs from the DOSBox output.

Reply 632 of 2397, by Gadget2006

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TeddyTheBear wrote:
Try the forced option on the scaler. […]
Show full quote

Try the forced option on the scaler.

scaler=hq3x forced

Ah yes, the forced ones work. Thanks! 😀

Reply 633 of 2397, by Gadget2006

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By the way, a little correction: forced scalers do work but not always and not for everything - for instance, Pinball Fantasies (a DOS game) in high resolution mode does not scale still (even with hq3x forced). Neither do most other games, even 320x200 ones (e.g. Dark Forces). Haven't tried Windows 9x in these new builds yet, I'll report when I do try them.

Reply 634 of 2397, by leileilol

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That's by design. DOSBox uses a special scaler for doubleheight 'tweaked/Mode X' modes.

A workaround is to use the Direct3D patch and a pixel shader as the scaler, main reaosn why I haven't bothered trying the new Dosbox-X since I only use DB in D3D with a shader these days 🙁

apsosig.png
long live PCem

Reply 635 of 2397, by SedrynTyros

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leileilol wrote:

That's by design. DOSBox uses a special scaler for doubleheight 'tweaked/Mode X' modes.

A workaround is to use the Direct3D patch and a pixel shader as the scaler, main reaosn why I haven't bothered trying the new Dosbox-X since I only use DB in D3D with a shader these days 🙁

Yeah, for my uses as well I've found that with later DOS games or a Win9x guest OS the Direct3D patch is essential.

Reply 636 of 2397, by Bandock

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Well, just got the patch to work. Turns out you need to acquire the patch file from gulikoza's page as even though the source provides most of the patch, it is missing the 'ScalingEffect.h' and 'ScalingEffect.cpp' files.

For those who are having trouble on Windows, here are the steps to get it working on Windows:
1. Download Gulikoza's Direct3d Patch (http://www.si-gamer.net/gulikoza/ - Shouldn't be hard to find.)

2. Download a form of the patch program for Windows or compile it yourself. I used Patch for Windows found at http://gnuwin32.sourceforge.net/packages/patch.htm

3. After extracting or compiling, make sure you run the patching program through Command Prompt (might need to run it as administrator). Patch for Windows should use both the --binary and -i switches (the -i switch being used to acquire the files itself as there is no ScalingEffect.h included).

4. Make sure you copy 'ScalingEffect.h' and 'ScalingEffect.cpp' (the latter is also required or you will have errors).

5. Make sure to enable HAVE_D3D9 (setting it to 1 after changing it to define from undef) and enable C_D3DSHADERS (also setting it to 1 after changing it to define from undef)

6. Under the d3d_init function, make sure to set the #if preprocessor found there from 1 to 0 or you will end up with "D3D not supported" messages (either on console or logs).

7. Go ahead and compile ahead. Make sure to test it to ensure it works.

I know this is mainly a thread for updates related to DOSBox-X. I figured I would provide a helping hand in terms of getting the DOSBox-X source to work for others. The reason why I'm not committing it is so I can leave the choice to apply the patches to anyone who compile it themselves. Feel free to use those steps though. 😁

Reply 637 of 2397, by Gadget2006

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Umm so this means that Linux and Mac OS X users are doomed not to have scaling, right? (since it depends on a proprietary Microsoft library).
Note that regular DosBox works fine with scalers on my Linux system, no patches (especially D3D-dependent patches) are necessary to make things work, including those games I mentioned above and all the others that I tested this on (and confirmed DosBox to work alright and DosBox-X not to work correctly as far as scaling goes).

Reply 638 of 2397, by leileilol

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There is a OpenGL GLSL shader patch but it doesn't seem to be mature enough to be included 🙁

I love where DOSBox-X is going, I just don't like the whole stuck-in-a-640x480-window or a fixed-fullscreen-resolution thing part of it.

apsosig.png
long live PCem

Reply 639 of 2397, by truth_deleted

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Great work -- I noted your new code with 32-bit PIO emulation! It's very stable in 95. In testing this, I've noticed that your past additions have also resulted in increased stability in 95 so that I've left off the "non-recursive page fault" code (only exception is where accessing a CD containing long filenames via the protected mode driver).